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Prompt: Character Race {Random|Bloatfly|BoomBug|Cazador|FireAnt|Floater|GiantAnt|Mirelurk|Radroach|Radscorpion}Random
Prompt: Character Occupation {Random|None|Animal}Random
Prompt: Difficulty Level {Random|None|Stunted|Rabid|Irradiated|Glowing|Savage|Albino|Legendary}Random
Table: NPC
[when]{$prompt1}=Random[do][@CharacterRace][else][@{$prompt1}][end]
Set:Class=[when]{$prompt2}=Random[do][@CharacterOccupation][else][{$prompt2}][end]
Set:DifficultyLevel=[when]{$prompt3}=Random[do][@DifficultyLevel][else][{$prompt3}][end]
EndTable:
Use: Generators\Fallout\FalloutArmor.ipt
Use: Generators\Fallout\FalloutWeaponsTable.ipt
Table: DifficultyLevel
Stunted
Rabid
Irradiated
Glowing
Savage
Albino
Legendary
EndTable:
Table: SL
25: 0
15: 1
11: 2
10: 3
2: 4
1: 5
EndTable:
Table: CharacterRace
[@Bloatfly]
[@BoomBug]
[@Cazador]
[@FireAnt]
[@Floater]
[@GiantAnt]
[@Mirelurk]
[@Radroach]
[@Radscorpion]
EndTable:
Table: CharacterOccupation
None
Animal
EndTable:
Table: Radscorpion
Set: Skills =[@{$Class}Skills]
Set: ST ={floor ({1d3+6} + [#1 {$Class}Bonus] + [#1 {$DifficultyLevel}Bonus])}
set: DX ={! ({1d3+10} + [#2 {$Class}Bonus] + [#2 {$DifficultyLevel}Bonus])}
set: IQ = { ({2} + [#3 {$Class}Bonus] + [#3 {$DifficultyLevel}Bonus])}
set: HT ={! ({1d3+9} + [#4 {$Class}Bonus] + [#4 {$DifficultyLevel}Bonus])}
set: HP ={! ({$ST} + [#5 {$Class}Bonus] + [#5 {$DifficultyLevel}Bonus])}
set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus] + [#6 {$DifficultyLevel}Bonus]}
set: Will ={! ([{$IQ} + 1d8]+ [#7 {$Class}Bonus] + [#7 {$DifficultyLevel}Bonus])}
set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus] + [#8 {$DifficultyLevel}Bonus]}
set: Per ={! {$IQ} + [#9 {$Class}Bonus] + [#9 {$DifficultyLevel}Bonus]}
set: FP ={! {$HT} + [#10 {$Class}Bonus] + [#10 {$DifficultyLevel}Bonus]}
set: Dodge = {! floor({$Speed})+3}
set: Parry = {! floor({$DX} /2)+3}
set: SM = {({-2} + [#11 {$Class}Bonus] + [#11 {$DifficultyLevel}Bonus])}
set: DR = {! ({2} + [#12 {$Class}Bonus] + [#12 {$DifficultyLevel}Bonus])}
<table border="0"><tr><td><b>Radscorpion</b></td><td><small> {$Class} {$DifficultyLevel}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: {$SM}</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: {$DR}</td></tr></table><br><b>Armor:</b> Natural\n<b>Weapons:</b> <li>[#4 BrawlingWeapons]</li><li>[#11 BrawlingWeapons]</li><li>Radscorpion Venom: Follow-up poison, 30 sec delay, HT-3 to resist. 1d damage, repeating every 30 min, for 8 cycles</li><b>Traits:</b> Wild Animal; Combat Reflexes; DR: {DR}; Long Impaling Striker (Tail, Toxic Attack); Claws (Talons); 360° Vision;[!5 {$Class}Traits >> implode >> sort]\n<b>Skills:</b>[!5 {$Class}Skills >> implode >> sort]
EndTable:
Table: Bloatfly
Set: Skills =[@{$Class}Skills&#93;
Set: ST ={! ({1d3+4} + [#1 {$Class}Bonus])}
set: DX ={! ({1d3+10} + [#2 {$Class}Bonus])}
set: IQ ={! ({3} + [#3 {$Class}Bonus])}
set: HT ={! ({1d3+10} + [#4 {$Class}Bonus])}
set: HP ={! ({$ST} + [#5 {$Class}Bonus])}
set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]}
set: Will ={! ({$IQ} + [#7 {$Class}Bonus])}
set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]} ({! floor(({$HT} + {$DX}) /2)} Flight)
set: Per ={! {$IQ} + [#9 {$Class}Bonus]}
set: FP ={! {$HT} + [#10 {$Class}Bonus]}
set: Dodge = {! floor({$Speed})+5}
set: Parry = {! floor({$DX} /2)+3}
<table border="0"><tr><td><b>Bloatfly</b><small> {$Class}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: -4</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 2</td></tr></table><br><b>Armor:</b> Natural\n<b>Weapons:</b> <li>[#8 BrawlingWeapons]</li><li><b>Larvae Spit:</b> 1d-1 (tox) Cylic, 5 sec at 50%, Acc:1, Range: {! floor({$ST} *4)}, RoF: 1, Shots:{! floor({$HT} /2)} </li><b>Traits:</b> Wild Animal; DR 2; Sharp Teeth; Flight; 360° Vision;[!5 {$Class}Traits >> implode >> sort] \n<b>Skills:</b> None
EndTable:
Table: BoomBug
Set: Skills =[@{$Class}Skills&#93;
Set: ST ={! ({1d3+4} + [#1 {$Class}Bonus])}
set: DX ={! ({1d3+10} + [#2 {$Class}Bonus])}
set: IQ ={! ({3} + [#3 {$Class}Bonus])}
set: HT ={! ({1d3+8} + [#4 {$Class}Bonus])}
set: HP ={! ({$ST} + [#5 {$Class}Bonus])}
set: Speed ={! ((({$HT} + {$DX}) /4) +0.5) + [#6 {$Class}Bonus]}
set: Will ={! (({$IQ} +1) + [#7 {$Class}Bonus])}
set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]}
set: Per ={! {$IQ} + [#9 {$Class}Bonus]}
set: FP ={! ({$HT} +1) + [#10 {$Class}Bonus]}
set: Dodge = {! floor({$Speed})+3}
set: Parry = {! floor({$DX} /2)+3}
<table border="0"><tr><td><b>Boom Bug</b> {$Class}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: -5</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 3</td></tr></table><br><b>Armor:</b> Natural\n<b>Weapons:</b> <li>[#5 BrawlingWeapons]</li><li><b>Suicide Bomb:</b> 3d cr to a 15' radius</li><b>Traits:</b> Wild Animal; DR 3; Weak Bite; Flight; 360° Vision; 3d CrushingAttack (Affects a 15' radius area; this kills the bug);[!5 {$Class}Traits >> implode >> sort] \n<b>Skills:</b> None
EndTable:
Table: Human
Set: Skills =[@{$Class}Skills&#93;
Set: ST ={! ({1d3+8} + [#1 {$Class}Bonus])}
set: DX ={! ({1d3+8} + [#2 {$Class}Bonus])}
set: IQ ={! ({1d3+8} + [#3 {$Class}Bonus])}
set: HT ={! ({1d3+8} + [#4 {$Class}Bonus])}
set: HP ={! ({$ST} + [#5 {$Class}Bonus])}
set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]}
set: Will ={! ({$IQ} + [#7 {$Class}Bonus])}
set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]}
set: Per ={! {$IQ} + [#9 {$Class}Bonus]}
set: FP ={! {$HT} + [#10 {$Class}Bonus]}
set: Dodge = {! floor({$Speed})+3}
set: Parry = {! floor({$DX} /2)+3}
<table border="0"><tr><td>Human <small>{$Class}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: 0</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 0</td></tr></table><br><b>Armor:</b> [!{$Class}Armor]\n<b>Weapons:</b> <li>[#1 BrawlingWeapons]</li><li>[#2 BrawlingWeapons]</li><li>[!Weapons]</li>[!{$Class}Weapons >> <li></li>]\n<b>Traits:</b> [!5 {$Class}Traits >> implode >> sort]\n<b>Skills:</b> [!10 {$Class}Skills >> implode >> sort]
EndTable:
Table: Radroach
Set: Skills =[@{$Class}Skills&#93;
Set: ST ={! ({1d2+2} + [#1 {$Class}Bonus])}
set: DX ={! ({1d3+8} + [#2 {$Class}Bonus])}
set: IQ ={! ({1d2+1} + [#3 {$Class}Bonus])}
set: HT ={! ({1d3+8} + [#4 {$Class}Bonus])}
set: HP ={! ({$ST} + [#5 {$Class}Bonus])}
set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]}
set: Will ={! ({$IQ} +6) + [#7 {$Class}Bonus]}
set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]}
set: Per ={! ({$IQ} +8) + [#9 {$Class}Bonus]}
set: FP ={! {$HT} + [#10 {$Class}Bonus]}
set: Dodge = {! floor({$Speed})+3}
set: Parry = {! floor({$DX} /2)+3}
set: SM ={! ({-4} + [#1 {$Class}Bonus])}
<table border="0"><tr><td><b>Radroach</b></td><td><small>{$Class}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: {$SM}</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 0</td></tr></table><br><b>Armor:</b> [@Armor&#93;\n<b>Weapons:</b> <li>[!Weapons]</li>,[!{$Class}Weapons >> <li></li>]\n<b>Traits:</b> [!5 {$Class}Traits >> implode >> sort]\n<b>Skills:</b> [!10 {$Class}Skills >> implode >> sort]
EndTable:
Table: NoneBonus
0
0
0
0
0
0
0
0
0
0
0
0
Table: AnimalBonus
0
0
0
0
0
0
0
0
3
0
0
0
Table: StuntedBonus
0.75
0.75
0.75
0.75
(-1)
(-3)
0
0
(-1)
(-2)
(-1)
(-1)
Table: RabidBonus
1.15
1.15
1.15
1.15
2
0
0
0
1
1
1
* 1.25
Table: BA Martial ArtistBonus
ST 1
DX 2
IQ 3
HT 4
HP 5
Speed 6
Will 7
Move 8
Per 9
FP 10
SM 11
DR 12
Table: NoneTraits
\z
Table: AnimalTraits
100: Bestial; Cannot Speak; Hidebound; and Taboo Trait (Fixed IQ)
Acute Hearing [|1|2|]
Acute Taste and Smell [|1|2|]
Combat Reflexes
Night Vision [|1|2|3|4|]
Fit
Table: NoneSkills
\z
None
Table: AnimalSkills
50:Brawling- {!{$DX} + {[@SL&#93;}}
Jumping- {!{$DX} + {[@SL&#93;}}
Running- {!({$HT} -1) + {[@SL&#93;}}
Survival (any)- {!({$Per} -2) + {[@SL&#93;}}
Tracking- {!({$Per} -1) + {[@SL&#93;}}
Climbing- {({$DX}-5) + {[@SL&#93;}}
Stealth- {!({DX} -5) + {[@SL&#93;}}
Table: AlbinoRadscorpionSkills
50:Brawling- {!{$DX} + {[@SL&#93;}}
Jumping- {!{$DX} + {[@SL&#93;}}
Running- {!({$HT} -1) + {[@SL&#93;}}
Survival (any)- {!({$Per} -2) + {[@SL&#93;}}
Tracking- {!({$Per} -1) + {[@SL&#93;}}
Climbing- {({$DX}-5) + {[@SL&#93;}}
Stealth- {!({DX} -5) + {[@SL&#93;}}
Camouflage- {{2d6} + {[@SL&#93;}}
EndTable:
Comments
Is this another bracket problem? I hate trying to figure out three different brackets and how to use them.
Set:Class=[when]{$prompt2}=Random[do][@CharacterOccupation][else][{$prompt2}][end]
...are two spaces. They're getting appended to the chosen class.
To your second question: Your "floor" code works fine for me.
The floor is still not working for me. I'm still getting results of 6.75 instead of 6. I'm focusing on Radscorpion option.
Prompt: Character Race {Random|Bloatfly|BoomBug|Cazador|FireAnt|Floater|GiantAnt|Mirelurk|Radroach|Radscorpion}Random Prompt: Character Occupation {Random|Normal|Animal}Random Prompt: Difficulty Level {Random|None|Stunted|Rabid|Irradiated|Glowing|Savage|Albino|Legendary}Random Table: NPC [when]{$prompt1}=Random[do][@CharacterRace&#93;[else][@{$prompt1}&#93;[end] Set:Class=[when]{$prompt2}=Random[do][@CharacterOccupation&#93;[else][{$prompt2}][end] Set:DifficultyLevel=[when]{$prompt3}=Random[do][@DifficultyLevel&#93;[else][{$prompt3}][end] EndTable: Use: Generators\Fallout\FalloutArmor.ipt Use: Generators\Fallout\FalloutWeaponsTable.ipt Table: DifficultyLevel None Stunted Rabid Irradiated Glowing Savage Albino Legendary EndTable: Table: SL 25: 0 15: 1 11: 2 10: 3 2: 4 1: 5 EndTable: Table: CharacterRace [@Bloatfly&#93; [@BoomBug&#93; [@Cazador&#93; [@FireAnt&#93; [@Floater&#93; [@GiantAnt&#93; [@Mirelurk&#93; [@Radroach&#93; [@Radscorpion&#93; EndTable: Table: CharacterOccupation Normal Animal EndTable: Table: Radscorpion Set: Skills =[@{$Class}Skills&#93; Set: ST ={(floor({1d3+6} + [#1 {$Class}Bonus]) * ([#1 {$DifficultyLevel}Bonus]))} set: DX ={floor({1d3+10} + [#2 {$Class}Bonus]) * ([#2 {$DifficultyLevel}Bonus])} set: IQ = { floor({2} + [#3 {$Class}Bonus]) * ([#3 {$DifficultyLevel}Bonus])} set: HT ={! floor({1d3+9} + [#4 {$Class}Bonus]) * ([#4 {$DifficultyLevel}Bonus])} set: HP ={! ({$ST} + [#5 {$Class}Bonus]) + ([#5 {$DifficultyLevel}Bonus])} set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]) + ([#6 {$DifficultyLevel}Bonus]} set: Will ={! ([{$IQ} + 1d8]+ [#7 {$Class}Bonus]) + ([#7 {$DifficultyLevel}Bonus])} set: Move ={! floor(({$HT} + {$DX}) /4) + ([#8 {$Class}Bonus]) + [#8 {$DifficultyLevel}Bonus]} set: Per ={! {$IQ} + [#9 {$Class}Bonus]) + ([#9 {$DifficultyLevel}Bonus]} set: FP ={! {$HT} + [#10 {$Class}Bonus]) + ([#10 {$DifficultyLevel}Bonus]} set: Dodge = {! floor({$Speed})+3} set: Parry = {! floor({$DX} /2)+3} set: SM = {({-2} + [#11 {$Class}Bonus]) + ([#11 {$DifficultyLevel}Bonus])} set: DR = {! ({2} + [#12 {$Class}Bonus]) + ([#12 {$DifficultyLevel}Bonus])} <table border="0"><tr><td><b>Radscorpion</b></td><td><small> {$Class} {$DifficultyLevel}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: {$SM}</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: {$DR}</td></tr></table><br><b>Armor:</b> Natural\n<b>Weapons:</b> <li>[#4 BrawlingWeapons]</li><li>[#11 BrawlingWeapons]</li><li>Radscorpion Venom: Follow-up poison, 30 sec delay, HT-3 to resist. 1d damage, repeating every 30 min, for 8 cycles</li><b>Traits:</b> Wild Animal; Combat Reflexes; DR: {DR}; Long Impaling Striker (Tail, Toxic Attack); Claws (Talons); 360° Vision;[!5 {$Class}Traits >> implode >> sort]\n<b>Skills:</b>[!5 {$Class}Skills >> implode >> sort] EndTable: Table: Bloatfly Set: Skills =[@{$Class}Skills&#93; Set: ST ={! ({1d3+4} + [#1 {$Class}Bonus])} set: DX ={! ({1d3+10} + [#2 {$Class}Bonus])} set: IQ ={! ({3} + [#3 {$Class}Bonus])} set: HT ={! ({1d3+10} + [#4 {$Class}Bonus])} set: HP ={! ({$ST} + [#5 {$Class}Bonus])} set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]} set: Will ={! ({$IQ} + [#7 {$Class}Bonus])} set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]} ({! floor(({$HT} + {$DX}) /2)} Flight) set: Per ={! {$IQ} + [#9 {$Class}Bonus]} set: FP ={! {$HT} + [#10 {$Class}Bonus]} set: Dodge = {! floor({$Speed})+5} set: Parry = {! floor({$DX} /2)+3} <table border="0"><tr><td><b>Bloatfly</b><small> {$Class}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: -4</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 2</td></tr></table><br><b>Armor:</b> Natural\n<b>Weapons:</b> <li>[#8 BrawlingWeapons]</li><li><b>Larvae Spit:</b> 1d-1 (tox) Cylic, 5 sec at 50%, Acc:1, Range: {! floor({$ST} *4)}, RoF: 1, Shots:{! floor({$HT} /2)} </li><b>Traits:</b> Wild Animal; DR 2; Sharp Teeth; Flight; 360° Vision;[!5 {$Class}Traits >> implode >> sort] \n<b>Skills:</b> None EndTable: Table: BoomBug Set: Skills =[@{$Class}Skills&#93; Set: ST ={! ({1d3+4} + [#1 {$Class}Bonus])} set: DX ={! ({1d3+10} + [#2 {$Class}Bonus])} set: IQ ={! ({3} + [#3 {$Class}Bonus])} set: HT ={! ({1d3+8} + [#4 {$Class}Bonus])} set: HP ={! ({$ST} + [#5 {$Class}Bonus])} set: Speed ={! ((({$HT} + {$DX}) /4) +0.5) + [#6 {$Class}Bonus]} set: Will ={! (({$IQ} +1) + [#7 {$Class}Bonus])} set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]} set: Per ={! {$IQ} + [#9 {$Class}Bonus]} set: FP ={! ({$HT} +1) + [#10 {$Class}Bonus]} set: Dodge = {! floor({$Speed})+3} set: Parry = {! floor({$DX} /2)+3} <table border="0"><tr><td><b>Boom Bug</b> {$Class}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: -5</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 3</td></tr></table><br><b>Armor:</b> Natural\n<b>Weapons:</b> <li>[#5 BrawlingWeapons]</li><li><b>Suicide Bomb:</b> 3d cr to a 15' radius</li><b>Traits:</b> Wild Animal; DR 3; Weak Bite; Flight; 360° Vision; 3d CrushingAttack (Affects a 15' radius area; this kills the bug);[!5 {$Class}Traits >> implode >> sort] \n<b>Skills:</b> None EndTable: Table: Human Set: Skills =[@{$Class}Skills&#93; Set: ST ={! floor({1d3+8} + [#1 {$Class}Bonus])} set: DX ={! floor({1d3+8} + [#2 {$Class}Bonus])} set: IQ ={! floor({1d3+8} + [#3 {$Class}Bonus])} set: HT ={! floor({1d3+8} + [#4 {$Class}Bonus])} set: HP ={! floor({$ST} + [#5 {$Class}Bonus])} set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]} set: Will ={! ({$IQ} + [#7 {$Class}Bonus])} set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]} set: Per ={! {$IQ} + [#9 {$Class}Bonus]} set: FP ={! {$HT} + [#10 {$Class}Bonus]} set: Dodge = {! floor({$Speed})+3} set: Parry = {! floor({$DX} /2)+3} <table border="0"><tr><td>Human <small>{$Class}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: 0</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 0</td></tr></table><br><b>Armor:</b> [!{$Class}Armor]\n<b>Weapons:</b> <li>[#1 BrawlingWeapons]</li><li>[#2 BrawlingWeapons]</li><li>[!Weapons]</li>[!{$Class}Weapons >> <li></li>]\n<b>Traits:</b> [!5 {$Class}Traits >> implode >> sort]\n<b>Skills:</b> [!10 {$Class}Skills >> implode >> sort] EndTable: Table: Radroach Set: Skills =[@{$Class}Skills&#93; Set: ST ={! ({1d2+2} + [#1 {$Class}Bonus])} set: DX ={! ({1d3+8} + [#2 {$Class}Bonus])} set: IQ ={! ({1d2+1} + [#3 {$Class}Bonus])} set: HT ={! ({1d3+8} + [#4 {$Class}Bonus])} set: HP ={! ({$ST} + [#5 {$Class}Bonus])} set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]} set: Will ={! ({$IQ} +6) + [#7 {$Class}Bonus]} set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]} set: Per ={! ({$IQ} +8) + [#9 {$Class}Bonus]} set: FP ={! {$HT} + [#10 {$Class}Bonus]} set: Dodge = {! floor({$Speed})+3} set: Parry = {! floor({$DX} /2)+3} set: SM ={! ({-4} + [#1 {$Class}Bonus])} <table border="0"><tr><td><b>Radroach</b></td><td><small>{$Class}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: {$SM}</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 0</td></tr></table><br><b>Armor:</b> [@Armor&#93;\n<b>Weapons:</b> <li>[!Weapons]</li>,[!{$Class}Weapons >> <li></li>]\n<b>Traits:</b> [!5 {$Class}Traits >> implode >> sort]\n<b>Skills:</b> [!10 {$Class}Skills >> implode >> sort] EndTable: Table: NormalBonus 0 0 0 0 0 0 0 0 0 0 0 0 EndTable: Table: AnimalBonus 0 0 0 0 0 0 0 0 3 0 0 0 EndTable: Table: NoneBonus 1 1 1 1 0 0 0 0 0 0 0 0 EndTable: Table: StuntedBonus 0.75 0.75 0.75 0.75 (-1) (-3) 0 0 (-1) (-2) (-1) (-1) EndTable: Table: RabidBonus 1.15 1.15 1.15 1.15 2 0 0 0 1 1 1 * 1.25 EndTable: Table: LegendaryBonus 1.5 1.5 1.5 1.5 2 0 0 0 1 1 1 * 1.25 EndTable: Table: BA Martial ArtistBonus ST 1 DX 2 IQ 3 HT 4 HP 5 Speed 6 Will 7 Move 8 Per 9 FP 10 SM 11 DR 12 EndTable: Table: NoneTraits \z EndTable: Table: AnimalTraits 100: Bestial; Cannot Speak; Hidebound; and Taboo Trait (Fixed IQ) Acute Hearing [|1|2|] Acute Taste and Smell [|1|2|] Combat Reflexes Night Vision [|1|2|3|4|] Fit EndTable: Table: NoneSkills \z None EndTable: Table: AnimalSkills 50:Brawling- {!{$DX} + {[@SL&#93;}} Jumping- {!{$DX} + {[@SL&#93;}} Running- {!({$HT} -1) + {[@SL&#93;}} Survival (any)- {!({$Per} -2) + {[@SL&#93;}} Tracking- {!({$Per} -1) + {[@SL&#93;}} Climbing- {({$DX}-5) + {[@SL&#93;}} Stealth- {!({$DX} -5) + {[@SL&#93;}} Table: AlbinoRadscorpionSkills 50:Brawling- {!{$DX} + {[@SL&#93;}} Jumping- {!{$DX} + {[@SL&#93;}} Running- {!({$HT} -1) + {[@SL&#93;}} Survival (any)- {!({$Per} -2) + {[@SL&#93;}} Tracking- {!({$Per} -1) + {[@SL&#93;}} Climbing- {({$DX}-5) + {[@SL&#93;}} Stealth- {!({DX} -5) + {[@SL&#93;}} Camouflage- {{2d6} + {[@SL&#93;}} EndTable:Table: NPC Set:Class=[when]{$prompt2}=Random[do][@CharacterOccupation&#93;[else][{$prompt2}][end] Set:DifficultyLevel=[when]{$prompt3}=Random[do][@DifficultyLevel&#93;[else][{$prompt3}][end] >{class}<\n& [when]{$prompt1}=Random[do][@CharacterRace&#93;[else][@{$prompt1}&#93;[end]Making the variable in question immediately visible has helped solve a number of my problems in IPP.Glad you got floor working!